Jan 24, 2023 7:16 pm
UNDER CONSTRUCTION
Sometimes you just gotta hit somethin’. One of the things that make role playing games such a compelling diversion is the percentage of problems your character can solve by punching something in the face. The effect damage will have on your character is affected by the type of attack that inflicted damage and whether that damage is lethal or non-lethal. When your hit points are reduced to 0 by non-lethal damage, for example, the result is unconsciousness. If your hit points are reduced to 0 by lethal damage, it could result in a coma or death.
Turn Sequence
Combat in Modern 20 is turn-based, meaning everyone acts at a specific time each round. Once everyone has taken an action, the turn sequence begins again. Ordinarily, a turn is sequenced as follows:
1. All combatants begin with the Surprised condition. Once a combatant has taken their turn, she is no longer Surprised.
2. All combatants roll Initiative (see below). Unconscious combatants do not roll for initiative; their Initiative is 1.
3. The game master calls for Instinct checks. The person that initiated combat, and all their allies, does not need to make this Instinct check and are considered to have rolled successfully; they are known as the aggressors. Other combatants roll versus the aggressor's lowest Initiative. If they are relatively sure that Combat would be initiated, they gain Advantage on this check. All those who succeeded at their Instinct check do not have the Surprised condition
4. All combatants act in order from highest to lowest. After someone's turn has ended they roll initiative for the next round.
5. After all combatants have taken a turn, the action is reset, with the highest initiative roll taking a second action. This continues until the combat ends.
Initiative
At the start of every combat, each character rolls initiative. This determines the order in which each character (both PC and NPC) take their actions. Initiative is rolled using either Reflexes or Wits, plus any miscellaneous modifiers.
Defense
Your defense determines the target number an attack roll must exceed to score a hit. Defense is calculated as follows: Defense = 10 + Dexterity modifier + Level Bonus. There are several feats that increase this, and several others that allow you to add ranks in a skill for your Defense instead, but only when using it against certain kinds of attacks, and not while Surprised.
Attack Skills
There are many skills that determines the accuracy of your character’s attacks. When making an attack, you roll the appropriate skill for the type of attack you are making. This is compared to your target’s Defense. If your attack roll is equal to, or higher than, your target’s Defense, you hit.
General Modifiers
These modifiers are variable and are added or subtracted from attacks.
Mostly Static Modifiers
These modifiers are static and are added or subtracted from Defense, and Reflexes saves (in which case they are variable).
Cover
One of the best defenses available is cover. By taking cover behind a tree, a car, or the corner of a building, you can protect yourself from attacks—especially ranged attacks—and also from being spotted, Cover provides a bonus to your Defense. The more cover you have, the bigger the bonus. In a melee, if you have cover against an opponent, that opponent probably has cover against you, too. With ranged weapons, however, it's easy to have better cover than your opponent, Indeed, that's why snipers like to shoot out of small windows instead of from out in the open.
Cover and Attacks of Opportunity
You can’t execute an attack of opportunity against an opponent with cover.
Cover and Stealth Checks
You can use cover to make a Stealth check. It grants an Equipment bonus equal to the Defense bonus granted.
Soft Cover
Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.
Striking the Cover instead of a missed target If an attack roll would have hit the protected target with-out the cover, the cover is hit instead. If the damage from the attack exceeds the cover's hardness, the character takes the remaining damage. If the Cover is Soft Cover, you apply the attack roll to them instead.
Concealment
Besides cover, another way to avoid attacks is to make it hard for opponents to know where you are. Concealment is a condition that gives the subject of a successful attack a chance that the attacker missed, and allows them to Hide. If the attacker hits, the defender makes a miss chance percentile roll to avoid being struck. When multiple concealment conditions apply to a defender use the one that would produce the highest miss chance. Do not add the miss chances together. Concealment is also required when someone wants to take the Hide action. Concealment includes all circumstances in which nothing physically blocks a blow or shot, but something interferes with an attacker's accuracy. There are two Concealment conditions, Light and Heavy.
Light Concealment: Creatures have disadvantage on Perception checks that rely on sight when trying to see something that is Lightly Obscured. Creatures that are Lightly Concealed give attackers a 25% miss chance on attacks, and can take the Hide action. Dim light, patchy fog, or moderate foliage are all capable of providing a creature with the Light Concealment condition.
Heavy Concealment: A Creature cannot see, and automatically fails any ability check that requires sight when trying to see, something that is Heavily Obscured. A creature that is Heavily Concealed gains Advantage on Stealth checks. Creatures that are Heavily Concealed give attackers a 50% miss chance on attacks, and can take the Hide action. Darkness, opaque fog, dense foliage, or anything else that blocks vision entirely are capable of providing a creature with the Heavily Obscured condition.
Sight
A creature has advantage on attack rolls against targets that they can see, if the target that can't see their attacker. A creature has disadvantage on attack rolls against targets they cannot see.
Range Penalty
All range attacks have a range increment, a distance in which they are most accurate. If the distance between you and your target is equal to or less than this range increment, you suffer no range penalty. Each multiple of this distance imposes a cumulative –2 penalty to hit, up to a -8; after 5 increments, the weapon can longer hit a target.
Sometimes you just gotta hit somethin’. One of the things that make role playing games such a compelling diversion is the percentage of problems your character can solve by punching something in the face. The effect damage will have on your character is affected by the type of attack that inflicted damage and whether that damage is lethal or non-lethal. When your hit points are reduced to 0 by non-lethal damage, for example, the result is unconsciousness. If your hit points are reduced to 0 by lethal damage, it could result in a coma or death.
Turn Sequence
Combat in Modern 20 is turn-based, meaning everyone acts at a specific time each round. Once everyone has taken an action, the turn sequence begins again. Ordinarily, a turn is sequenced as follows:
1. All combatants begin with the Surprised condition. Once a combatant has taken their turn, she is no longer Surprised.
2. All combatants roll Initiative (see below). Unconscious combatants do not roll for initiative; their Initiative is 1.
3. The game master calls for Instinct checks. The person that initiated combat, and all their allies, does not need to make this Instinct check and are considered to have rolled successfully; they are known as the aggressors. Other combatants roll versus the aggressor's lowest Initiative. If they are relatively sure that Combat would be initiated, they gain Advantage on this check. All those who succeeded at their Instinct check do not have the Surprised condition
4. All combatants act in order from highest to lowest. After someone's turn has ended they roll initiative for the next round.
5. After all combatants have taken a turn, the action is reset, with the highest initiative roll taking a second action. This continues until the combat ends.
Initiative
At the start of every combat, each character rolls initiative. This determines the order in which each character (both PC and NPC) take their actions. Initiative is rolled using either Reflexes or Wits, plus any miscellaneous modifiers.
Defense
Your defense determines the target number an attack roll must exceed to score a hit. Defense is calculated as follows: Defense = 10 + Dexterity modifier + Level Bonus. There are several feats that increase this, and several others that allow you to add ranks in a skill for your Defense instead, but only when using it against certain kinds of attacks, and not while Surprised.
Attack Skills
There are many skills that determines the accuracy of your character’s attacks. When making an attack, you roll the appropriate skill for the type of attack you are making. This is compared to your target’s Defense. If your attack roll is equal to, or higher than, your target’s Defense, you hit.
Attack Type | Skill Utilized |
Melee Weapon or Unarmed Strike | Melee |
Personal Firearms and other personal projectile weapons, ranged powers | Marksmanship |
Thrown Weapons, Grenades | Athletics (Uses Dex instead) |
Grab, Grapple, Pin, Throw | Athletics |
Spells | Arcana |
Vehicular Weapons, Large-caliber guns, and Siege Weapons | Artillery |
Miniguns, Most Machine Guns, Rocket Launchers, Grenade Launchers, Flamethrowers | Heavy Weapons |
Qì qiāng | Ki |
Demoralize | Intimidation |
Aggressive Stance, Bull Rush, Dirty Trick, Disarm, Drag, Fast Punch, Feint, Flurry, Grab, Grapple, Joint Lock, Overrun, Parry, Pin, Power Punch, Precision Strike, Push, Reactive Stance, Reposition, Restrain, Steal, Sunder, Trip | Maneuvering |
Mental Attacks | Psionics |
Vehicular Attacks | Vehicle Ops |
General Modifiers
These modifiers are variable and are added or subtracted from attacks.
Attacker is... | Melee | Ranged |
Blind | Disadvantage | Disadvantage |
Crowded | -4 | -4 |
Flanking target | +1 per flanker | - |
On higher ground | +1 | +1 |
Prone | -4 | - |
Shaken or frightened | -2 | -2 |
Mostly Static Modifiers
These modifiers are static and are added or subtracted from Defense, and Reflexes saves (in which case they are variable).
Defender is... | Melee Attack | Ranged Attack | Reflexes |
Behind 1/4 cover | +2 | +2 | +1 |
Behind 1/2 cover | +4 | +4 | +2 |
Behind 3/4 cover | +7 | +7 | +3 |
Behind 9/10 cover | +10 | +10 | +5 |
Behind Complete cover | Special | Special | Special |
Soft Cover | +4 | +4 | 0 |
Blinded and attacker can perceive them | Grants Advantage | Grants Advantage | Disadvantage |
Crowded | +4 | +4 | Disadvantage |
Grappled | -2 | -2 | Disadvantage |
Kneeling or sitting | -2 | +2 | Disadvantage |
Prone | -4 | +4 | Disadvantage |
Stunned | -2 & Grants Advantage | -2 & Grants Advantage | 0 |
Surprised | Grants Advantage | Grants Advantage | Disadvantage |
Cover
One of the best defenses available is cover. By taking cover behind a tree, a car, or the corner of a building, you can protect yourself from attacks—especially ranged attacks—and also from being spotted, Cover provides a bonus to your Defense. The more cover you have, the bigger the bonus. In a melee, if you have cover against an opponent, that opponent probably has cover against you, too. With ranged weapons, however, it's easy to have better cover than your opponent, Indeed, that's why snipers like to shoot out of small windows instead of from out in the open.
Cover and Attacks of Opportunity
You can’t execute an attack of opportunity against an opponent with cover.
Cover and Stealth Checks
You can use cover to make a Stealth check. It grants an Equipment bonus equal to the Defense bonus granted.
Soft Cover
Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.
Striking the Cover instead of a missed target If an attack roll would have hit the protected target with-out the cover, the cover is hit instead. If the damage from the attack exceeds the cover's hardness, the character takes the remaining damage. If the Cover is Soft Cover, you apply the attack roll to them instead.
Concealment
Besides cover, another way to avoid attacks is to make it hard for opponents to know where you are. Concealment is a condition that gives the subject of a successful attack a chance that the attacker missed, and allows them to Hide. If the attacker hits, the defender makes a miss chance percentile roll to avoid being struck. When multiple concealment conditions apply to a defender use the one that would produce the highest miss chance. Do not add the miss chances together. Concealment is also required when someone wants to take the Hide action. Concealment includes all circumstances in which nothing physically blocks a blow or shot, but something interferes with an attacker's accuracy. There are two Concealment conditions, Light and Heavy.
Light Concealment: Creatures have disadvantage on Perception checks that rely on sight when trying to see something that is Lightly Obscured. Creatures that are Lightly Concealed give attackers a 25% miss chance on attacks, and can take the Hide action. Dim light, patchy fog, or moderate foliage are all capable of providing a creature with the Light Concealment condition.
Heavy Concealment: A Creature cannot see, and automatically fails any ability check that requires sight when trying to see, something that is Heavily Obscured. A creature that is Heavily Concealed gains Advantage on Stealth checks. Creatures that are Heavily Concealed give attackers a 50% miss chance on attacks, and can take the Hide action. Darkness, opaque fog, dense foliage, or anything else that blocks vision entirely are capable of providing a creature with the Heavily Obscured condition.
Sight
A creature has advantage on attack rolls against targets that they can see, if the target that can't see their attacker. A creature has disadvantage on attack rolls against targets they cannot see.
Range Penalty
All range attacks have a range increment, a distance in which they are most accurate. If the distance between you and your target is equal to or less than this range increment, you suffer no range penalty. Each multiple of this distance imposes a cumulative –2 penalty to hit, up to a -8; after 5 increments, the weapon can longer hit a target.